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"Well, now we have a good frontliner", Malakian grins looking at the ghoul.
"Where to now?"

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"Ummm is this safe? Dead things should just stay dead." As the group proceeds, Amelie stays as far away from the ghoul as possible.

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Is it the plan to send the ghoul first?
"Is master letting me enter a crypt? I haven't been in a different crypt for a long time." The ghoul start licking its lips with its disturbingly long tongue.
"Yes. Go first. Go, go, go..."

GM Andrew |

Alright, time to describe an amusing scene. This is one way to bypass a fight, LOL.
This crypt was guarded by Xanderghul, Runelord of Pride.
The dotted lines describe this chamber on the map. It's kind of strange because it's beneath the other hallway.
"Yes, my master! A crypt! I am excited!"
Description of Room
A plush red carpet runs down this narrow corridor between wood-paneled walls polished to a high sheen. Floating lanterns cast a gentle glow into each alcove flanking the corridor, where bodies wrapped in pristine linen are laid to rest in niches. Rather than the clammy chill of most underground rooms, this chamber is pleasantly warm, and the soothing sound of chimes tinkles softly in the distance.
The ghoul rushes into the room. "Flesh! YES! MY HUNGER!" It licks its lips and goes straight for a body.
As it walks through, a trap goes off, and a spray of colors hits it in the face. It doesn't seem to care.
As that happens, a single skeleton walks around the corner and attacks the ghoul. "I don't care about you! You have no flesh! I want this body! Get outta my way!" The ghoul slashes at the skeleton a few times and destroys it. The skeleton really stands almost no chance against the ghoul... the hard part of that fight is fighting a skeleton after half the party has been affected by Color Spray.
Will Save from Ghoul: 1d20 + 5 ⇒ (3) + 5 = 8
The ghoul turns its attention to the first body it sees and begins unwrapping it, preparing to feast.
Trap
You notice the trap is still there, but needs time to reset. You have time to take 20 on a disable for now.
Anyone walking into the room, I need a Will Save. No ill effects on a failed save, but you can open the spoiler below if you make it.
There's no treasure in here at all.

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"No leave the body alone" cries Lyteonira as she sends a magic stone towards the ghoul
sling attack: 1d20 + 6 ⇒ (18) + 6 = 24
magic stone damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
"Sorry but I thought he had outlived his usefulness"

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During the brief period in which they have an enslaved ghoul, Thessaly wrinkles her nose, but doesn't object... when Lyteonira attacks, however, she mildly face-palms.
"Okay, I can get not wantin' to let it eat some poor bastard's corpse meat, but gah-- warn us," she growls, lifting her glaive and seeing whether the ghoul is dead or turns on them.
Here's a pre-emptive attack roll in case it'll help, rather than needing to wait for it.
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

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knowledge (religion) DC 10 (take '10): 18 = 18 You can read the spoiler.
"Don't..." - when Malakiah was ready to give the ghoul an order to not eat the bodies, Lyteonira explodes it with a stone.
"This was really necessary?", he shrugs, "it's fine. Let's continue our job."
Next room? Who will enter first?

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Kayde gives the group a look, then Malakiah a shrug and a pat on the shoulder, "Looks like you may be the odd bird in this crew, Slim. Not many folks are a fan of undead, no matter the situation."
Moving on to the chamber behind 7?

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No one is walking into the room at door 6? :p
Very close to the end.
Malakiah enters in the room...
Will DC 20: 1d20 + 5 ⇒ (12) + 5 = 17
...then he looks for anything different there.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16

GM Andrew |

This crypt is guarded by Belimarius, Runelord of Envy.
This crypt is noticeably colder than the surrounding rooms, and a rime of ice crystals coats the walls and the remains of the dead interred here.
Thessaly notices there's a dark colored mold covering the back corners of the wall and floor. It grows noticeably colder (quite cold, actually) upon approach to the mold.
You know going too close to this mold (5 ft.) would likely result in a rapid drop in body temperature, potentially lethal amounts. Read: Cold Damage.
There's no treasure in the first parts of the crypt, but may be some in the mold...

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Dungeons raised!: 1d20 + 4 ⇒ (13) + 4 = 17 Hee!
"S&%%," says Thessaly. "Brown mold. No fires, no torches! Can anybody make cold somehow, that's the only real way to kill it. Don't get next to it, you'll freeze your asses off."
(GM, could Thessaly try and scrape it off the walls using her glaive, so that she's back far enough not to freeze?)

GM Andrew |

Seems pretty reasonable to me, but will take a while. Considering there's only one room unopened, you have plenty of time to take your take and scrape it where you'd like. Your glaive will start getting really cold, but I don't think it can deal enough damage that it will start shattering it.
Thessaly scrapes some mold out of the way, and bring back two potions. They are potions of Hide from Undead.
You go back to the only unopened room and find that the lock is too tough to open. (Disable Device DC 40) You can slowly work your way through the stone door if you want with the "universal lockpick," but not sure that's what you want to do to this crypt, since the Pharasmans want to take it back over. ;) If you are curious what is inside that room, it's actually nothing. It's the chamber of Envy, so it's meant to be hard to get inside and make you envious.
I assume you go back to Valanthe to report? Are you taking the alchemist you found with you?

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”I don’t have anything cold, and I’d like to keep my ass intact,” Kayde mutters as she scrapes the mold free of the wall.
Considering that they seem to have opened all, Kayde shrugs. ”I say we use the priest’s chime to check out the rest of this place and head top-side. We turn in our undead-creatin’ friend here, collect our congratulations, and go get a freakin’ back massage.”
I see no reason not to go poking around the rest of this place, but I also don’t see a reason to have to take it room-by-room RP style. A summation as we head topside works for me. :)

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Malakiah casts Burning Hands on the brown mold.
@GM Andrew, the chime of opening could open the door of the Envy's chamber?

GM Andrew |

I'll gives a summary of more info around here.
You determine that the piece of rune found in the library with tablets is actually a key to the door-wall near the south side of the place. The rune disappears when inserted and it turns that wall from stone to a pile of flesh, which can be cut to allow passage. (It's gross though) The wall eventually reforms after a few minutes, and if you check the rune's original place after the wall forms, it is back in the wall where it was before. This happens no matter how many times you repeat the process.
The pit that was near the alchemist's lair (the smaller one behind the Pharasman Statue) you explore is yet another hidden cliffside exit from this crypt, albeit a dangerous one.
You don't go in the large pit to the north, but from the study of the tablets in the library, you find it leads to the Darklands. The pit is very, very, very, very deep.
The stone monolith you eventually find out is some kind of portal to another place. If you touch it, it says "The Dark Rider is coming" in your head.
The way behind the Sihedron door is a long, long tunnel. Very long. It eventually leads to a place with a locked door, and you hear screams beyond the door. You find that this is so far that the Pharasmans may not want you to deal with it.
The stairs near the chapel go to another section of the Ossuary, outside of the crypt.
[Conclusion]
You head back to the church of Pharasma. Valanthe is exceedingly grateful, and gives each of you 750 gp. She listens to your stories of the crypts and gasps at a few instances... especially for events that still need to be figured out (The stone monolith, the pit, etc.) The church takes Svilennius (the alchemist) into custody into the Sanctuary of Fate with all the other people that have "gone crazy." Valanthe thanks you profusely for solving the mystery, and after a couple day reports that no further bodies have gone missing.
You later learn that Esme (the magus zombie you let go) has become integrated into society in the Ankar-Te region of Kaer Maga. She is working on figuring out how to cure herself of being of the undead. You haven't heard from the Tengus, but figure they are out still being bandits and tomb robbers.
You eventually are picked up by the familiar face of the bard of the Society who brought you here in the first place. He looks just as ridiculous as before. He brings you back to the Flaxseed Lodge to be ready for your next mission. "I've heard word that you succeeded. Perhaps the Church here will remember your deed in the future."
The End!
Thanks for playing everyone! Chronicles are coming soon.

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Sad. :(
"I agree with Kayde. But I dispense the massage. Let's bring Svilennius to the Pharasmites."
When he was preparing to leave, Malakiah remember something important to him...
"We must help Esme get out of this place and bring her to Ankar-Te, before we depart."

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Thessaly is glad to breathe the fresh air when they're out of the crypts again. "Well that was a party, yeah?" she says loudly. "Soon as the Pharasmins pay us, drinks are on me! For any who wanna come. Got to be some really weird bars here in Kaer Maga. Good work, ya lousy jerks," she grins, with a wink.